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v2.0.15
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CHANGELOG.md

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## 2.0.15 (August 24, 2018)
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- `FIXED` Errors with touch events and blocked click events in Chrome ([#1003](https://github.com/goldfire/howler.js/issues/1003) [#1011](https://github.com/goldfire/howler.js/issues/1011) [#1025](https://github.com/goldfire/howler.js/issues/1025) [#1026](https://github.com/goldfire/howler.js/issues/1026)).
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- `FIXED` Audio decoding error wasn't always handled correctly ([#1019](https://github.com/goldfire/howler.js/pull/1019)).
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- `FIXED` Potential error during playback in Internet Explorer 11 ([#1016](https://github.com/goldfire/howler.js/pull/1016)).
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## 2.0.14 (July 12, 2018)
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- `CHANGED` Auto unlocking of audio now runs on Chrome to fix issue with HTML5 Audio needing user interaction.
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- `CHANGED` Added a new `unlock` event that is fired when the auto unlock happens.

dist/howler.core.min.js

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dist/howler.js

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/*!
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* howler.js v2.0.14
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* howler.js v2.0.15
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* howlerjs.com
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*
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* (c) 2013-2018, James Simpson of GoldFire Studios
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// then check if the audio actually played to determine if
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// audio has now been unlocked on iOS, Android, etc.
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var unlock = function(e) {
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e.preventDefault();
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// Fix Android can not play in suspend state.
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Howler._autoResume();
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var play = node.play();
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// Support older browsers that don't support promises, and thus don't have this issue.
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if (typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) {
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if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) {
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// Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause().
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self._playLock = true;
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* @param {Howl} self
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*/
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var decodeAudioData = function(arraybuffer, self) {
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// Fire a load error if something broke.
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var error = function() {
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self._emit('loaderror', null, 'Decoding audio data failed.');
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};
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// Load the sound on success.
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var success = function(buffer) {
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if (buffer && self._sounds.length > 0) {
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cache[self._src] = buffer;
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loadSound(self, buffer);
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} else {
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onError();
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error();
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}
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};
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// Fire a load error if something broke.
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var error = function() {
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self._emit('loaderror', null, 'Decoding audio data failed.');
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};
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// Decode the buffer into an audio source.
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if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) {
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Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error);
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/*!
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* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
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*
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* howler.js v2.0.14
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* howler.js v2.0.15
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* howlerjs.com
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*
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* (c) 2013-2018, James Simpson of GoldFire Studios

dist/howler.min.js

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dist/howler.spatial.min.js

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package.json

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{
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"name": "howler",
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"version": "2.0.14",
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"version": "2.0.15",
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"description": "Javascript audio library for the modern web.",
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"homepage": "https://howlerjs.com",
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"keywords": [

src/howler.core.js

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/*!
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* howler.js v2.0.14
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* howler.js v2.0.15
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* howlerjs.com
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*
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* (c) 2013-2018, James Simpson of GoldFire Studios

src/plugins/howler.spatial.js

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/*!
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* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
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*
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* howler.js v2.0.14
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* howler.js v2.0.15
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* howlerjs.com
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*
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* (c) 2013-2018, James Simpson of GoldFire Studios

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